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Author Topic: Goodnight's OOT heart engine  (Read 1412 times)

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Zhello

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Goodnight's OOT heart engine
« on: September 17, 2009, 03:23:17 pm »
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Ive been trying to do this with Goodnight's heart engine for a while now.  Im trying to make it so that if Link's health goes now critially, it will start playing the beeping danger sound.  I tried putting it in the step event but instead it played the beeping sound earlier then expected.
Right now Ill be afk, so I edit in the code later.

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Re: Goodnight's OOT heart engine
« Reply #1 on: September 17, 2009, 04:13:05 pm »
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Step event should work fine.  Can you post your code so I can see how the engine works?
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Zhello

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Re: Goodnight's OOT heart engine
« Reply #2 on: September 17, 2009, 04:41:58 pm »
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I try putting it this way but instead of the danger sound going off at 1 heart, it goes off at 3.00
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if scrHearts(1.00sound_play(Danger)} or if scrHearts,{goto=rm_game_over}

the thing is that I created a step event due to the engine not having one.
« Last Edit: September 17, 2009, 06:46:42 pm by Linkwolf48 »
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Re: Goodnight's OOT heart engine
« Reply #3 on: September 17, 2009, 07:09:23 pm »
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You could put a sound on a loop once it drops below a threshold and stop it again once it rises above it. That is what I would do. This way you don't need to start up the sound each time it has finished.
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Re: Goodnight's OOT heart engine
« Reply #4 on: September 17, 2009, 08:02:03 pm »
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Maybe use alarms to create a interval between the sounds if that is what you're looking for. For example: when alarm[0] is called then it checks the conditions for playing the sound. Afterwards it calls alarm[0] again in x steps. You can code the same principle in the step event, but this is probably easier at first.
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